void clean_up( sfRenderWindow* window, CELL cells[] ) { int y; for ( y = 0; y < CELL_COUNT_Y; y++ ) { int x; for ( x = 0; x < CELL_COUNT_X; x++ ) { sfRectangleShape_destroy( cells[y * CELL_COUNT_X + x].rect ); } } sfRenderWindow_destroy( window ); }
int main(int argc, char **argv) { int window_width = 640; int window_height = 480; //Create the render window sfRenderWindow *window = NULL; if(!(window = sfRenderWindow_create((sfVideoMode) {window_width, window_height, 32}, "Mettle", sfClose|sfResize, NULL))) { printf("Unable to create RenderWindow\n"); exit(EXIT_FAILURE); } //Create a queue of inputs actionQueue *actions = actionQueue_create(); playerAction action = actionQueue_next(actions); //Load the hero sprite sfTexture *hero_texture = NULL; static const char *hero_texture_location = "data/img/leatherarmor.png"; if(!(hero_texture = sfTexture_createFromFile(hero_texture_location, NULL))) { printf("Unable to load %s\n", hero_texture_location); exit(EXIT_FAILURE); } entity *hero = entity_createPlayer((sfVector2i) {0, 0}, &action, hero_texture); //Create the "map" sfTexture *map_texture = NULL; static const char *map_texture_location = "data/img/tilesheet.png"; if(!(map_texture = sfTexture_createFromFile(map_texture_location, NULL))) { printf("Unable to load %s\n", map_texture_location); exit(EXIT_FAILURE); } int map_width = (int) ceilf((float) (window_width / TILE_SIZE)); int map_height = (int) ceilf((float) (window_height / TILE_SIZE)); //Allocate space sfSprite *tile = NULL; if(!(tile = sfSprite_create())) { printf("Unable to create sprite\n"); exit(EXIT_FAILURE); } //Initialize the tile sfSprite_setTexture(tile, map_texture, sfFalse); sfSprite_setTextureRect(tile, XY_TO_RECT(4, 2, TILE_SIZE, TILE_SIZE)); //Event holder sfEvent event; //Window active variable sfBool window_active = sfFalse; //Main loop while(sfRenderWindow_isOpen(window)) { //Process events while(sfRenderWindow_pollEvent(window, &event)) { switch(event.type) { //Handle keyboard input case(sfEvtKeyPressed): case(sfEvtKeyReleased): { playerAction action = handleKey(&event.key); if(action) { actionQueue_add(actions, action); } break; } case(sfEvtClosed): sfRenderWindow_close(window); break; case(sfEvtGainedFocus): window_active = sfTrue; break; case(sfEvtLostFocus): window_active = sfFalse; default: break; } } //While there are still actions to do while(action = actionQueue_next(actions)) { hero->ai->think(hero->ai); } //Clear the screen and render sfRenderWindow_clear(window, sfMagenta); //Draw the map int x,y; for(x = 0; x < map_width; x++) { for(y = 0; y < map_height; y++) { sfSprite_setPosition(tile, (sfVector2f) {x * TILE_SIZE, y * TILE_SIZE}); sfRenderWindow_drawSprite(window, tile, NULL); } } //Draw the hero displayComp_draw(hero->display, window); sfRenderWindow_display(window); #ifdef DEBUG sfVector2f pos = sfSprite_getPosition(hero->display->sprite); printf("\rPlayer at %d,%d (%f.0px, %f.0px)", hero->x, hero->y, pos.x, pos.y); fflush(stdout); #endif } //Cleanup sfRenderWindow_destroy(window); return EXIT_SUCCESS; }
void render_main(void) { // Create the main window and the main view window = sfRenderWindow_create( (sfVideoMode){DEFAULT_WIN_WIDTH, DEFAULT_WIN_HEIGHT, 32}, "Territory", sfResize | sfClose, NULL ); if (!window) return; mainView = sfView_createFromRect( (sfFloatRect){0, 0, DEFAULT_WIN_WIDTH, DEFAULT_WIN_HEIGHT}); sfView_zoom(mainView, 0.75); /*** ***/ // Create images sfImage* oceanImage = sfImage_createFromFile("res/ocean.png"); if (!oceanImage) return; sfImage* grassImage = sfImage_createFromFile("res/grass.png"); if (!grassImage) return; const int mapWidth = 40; const int mapHeight = 20; sfImage* mapImage = sfImage_create(mapWidth * 16, mapHeight * 16); worldmap* map = newMap(mapWidth, mapHeight); for (int y = 0; y < mapHeight; y++) { for (int x = 0; x < mapWidth; x++) { sfImage_copyImage( mapImage, map->tiles[x][y] ? grassImage : oceanImage, x * 16, y * 16, (sfIntRect){0, 0, 16, 16}, sfTrue); } } sfSprite* mapSprite = sfSprite_create(); sfSprite_setTexture( mapSprite, sfTexture_createFromImage(mapImage, NULL), sfTrue); /*** ***/ sfVector2u winDimensions; render_closeFlag = false; eventAvailable = sfFalse; while (sfRenderWindow_isOpen(window)) { eventAvailable = sfRenderWindow_pollEvent(window, &render_event); if (render_closeFlag) { render_closeFlag = false; sfRenderWindow_close(window); sfRenderWindow_destroy(window); return; } if (render_rescaleFlag) { render_rescaleFlag = false; winDimensions = sfRenderWindow_getSize(window); if (winDimensions.x < DEFAULT_WIN_WIDTH) { winDimensions.x = DEFAULT_WIN_WIDTH; sfRenderWindow_setSize(window, winDimensions); } if (winDimensions.y < DEFAULT_WIN_HEIGHT) { winDimensions.y = DEFAULT_WIN_HEIGHT; sfRenderWindow_setSize(window, winDimensions); } sfView_setSize( mainView, (sfVector2f){render_event.size.width, render_event.size.height} ); sfView_zoom(mainView, 0.75); } sfRenderWindow_clear(window, sfBlue); sfRenderWindow_setView(window, mainView); sfRenderWindow_drawSprite(window, mapSprite, NULL); sfRenderWindow_display(window); Sleep(10); } }
void graphics_exit(graphics_t* g) { sfRenderWindow_destroy(g->render); }